Showing posts sorted by date for query Resident Evil 2. Sort by relevance Show all posts
Showing posts sorted by date for query Resident Evil 2. Sort by relevance Show all posts

8BitMods announces the VMU Pro — their Modern Take on the Sega Dreamcast VMU

When we first laid our eyes on the Dreamcast's memory card, the VMU, we all collectively thought, "Wow, it has a screen. This is the future", only to soon realise it had a battery life so short it could rival the lifespan of an adult mayfly. Still, the VMU was undeniably cool. When slotted into the Dreamcast controller, it added to gameplay, like providing an easy way to track your health in Resident Evil: Code Veronica or becoming a compass so you wouldn’t get lost in D2. When removed, it could play a whole host of little applications, even doubling up as a sort of Tamagotchi, letting you raise your chao from Sonic Adventure on the go. The VMU had plenty of cool features but was ultimately held back by the technology of the time — a point ex-Sega peripheral designer Kenji Tosaki reflected on in his interview with us last year.

It’s only natural, then, that those manufacturing modern takes on retro hardware would want to revisit the VMU and finally unlock its full potential. We’ve previously seen the excellent VM2 from veteran Dreamcast modder Chris Diaoglou, but now the UK-based 8BitMods are throwing their hat into the ring with the “VMU Pro”.

Considering the success of 8BitMods' MemCard PRO line of souped up memory cards for both PlayStation (1 and 2) and GameCube, it was inevitable that they'd turn their attention to the Dreamcast's VMU, and they started teasing the development of such a product as early as 2022. Various videos of the VMU Pro's development process would show up on 8BitMods' social media channels in the intervening years, including a video of an in-development prototype running DOOM. Watching the teaser trailer 8BitMods put out at the weekend, it looks like the VMU Pro will be capable of doing much more than that, though. 

Don’t let Nintendo see!

One of the hooks that is being heavily promoted as part of the product's announcement is the fact it can play "8-bit era handhelds and games consoles like the Game Boy Color, NES and Master System" and do so "on a beautiful 16-bit [colour] IPS TFT display", so no monochrome here. Another feature that isn't mentioned explicitly but I did notice flash up in the footage, is the inclusion of an in-built music player. A spiritual successor to the ill-fated VMU MP3 player before Grand Theft Auto 6? Madness!

A showcase of the on-board file management system.

Touted by 8BitMods as "the last VMU you'll ever need for your Dreamcast", the preview also boasts these following features:
  • Wi-Fi enabled
  • Backwards compatible with original VMUs 
  • Rechargeable battery
  • “Unlimited” storage
  • "The best on-device file management you've seen on a memory card" 
For pre-orders and a full list of features, head to the 8BitMods website on the 15th of May at 6pm UK time (10am PT/ 1pm ET). The VMU Pro will cost a respectable £74.99 and will ship in November. It will be available in a variety of different coloured shells, including some transparent ones that look straight out of Y2K.

Are you excited about the VMU Pro? Does it look like the perfect storage solution for all your Dreamcast save file needs? Let us know in the comments below or via social media.

You Had One Job! - European Dreamcast Game Box Screw-ups

Since the beginning of time - well, gaming - video games have come in boxes with artwork. The artwork was put there to sell the experience to you, to convince you why the game inside that box was the game you needed to leave the shop with that day more so than any of the others. By the time our beloved little white SEGA box came onto the market, it was the sixth generation of gaming. Even games released for the microcomputers of the '80s had box art, so, by the late '90s, it was very much an established norm.

On the Dreamcast, there was a clear template for each region of how the box artwork should look. In Europe, you had the nice blue base template and logos; a front cover, a spine, and the back cover. So simple and elegant, everything looking uniform on a shelf... what could possibly go wrong?

Well, quite a lot it turns out...


Tokyo Highway Challenge

Right from day one, Dreamcast game publishers found sticking to simple templates difficult. Tokyo Highway Challenge (known as Tokyo Xtreme Racer in the USA) is actually one of the Dreamcast’s more under-appreciated titles. Leaning heavily into an Initial D vibe, the game places you onto Tokyo’s C-1 “highway” and tasks you with challenging and beating all the other illegal street racers in a quest to become the ultimate import racer. Quite how you do that in what are domestic cars in Japan I never did figure out, but that’s not what we’re here to discuss! So, how exactly did Crave fail on the console's European launch day with their game packaging?

Clearly using the white arc of the US theme.

Mistake: Using the US Dreamcast template on the front cover. Although it does at least look like they tried, seeing as they went to the effort of removing the little orange triangle that represents the console's power LED...


NFL Blitz 2000

Also on day one, it wasn’t just Crave who were struggling with the idea of box art. Step forward, Midway! In their defence (“DEFENSE!!!”), they did have more boxes to get right at launch with Hydro Thunder, Ready 2 Rumble and Mortal Kombat Gold all releasing alongside NFL Blitz 2000.

NFL Blitz 2000 is an arcade sportsball game. I hear it's good fun, but I won’t lie, I’ve never understood a sport called football where most of the game has the players holding the ball and running. Anyway, having graced us with multiple launch titles, I can confirm that Midway got the front and back of the game perfect. So far, so good. So what on earth could possibly go wrong from here?

Just the Dreamcast logo and the code on the spine.

Putting the game on a shelf only emphasises the issue even more... 

Mistake: Forgot to put the game's name on the spine.

Dreamcast Light Gun title Death Crimson 2 has been Translated into English!

For a console that famously championed peripheral use, the Sega Dreamcast sure had slim pickings when it came to games that utilised the light gun. Most notably, the console received arcade-perfect ports of both The House of the Dead 2 and the severely underrated James Bond 'em up Confidential Mission; but what else was there? Those who dared to discover were met with Silent Scope without light gun support, a port of Virtua Cop 2 that was stuck on a disc with a load of poorly emulated Genesis games (unless you imported the standalone Japanese release), a hidden light gun mode in Demolition Racer: No Exit (yes, really), and the Death Crimson series.

Developed by Ecole and released exclusively in Japan in 1999, Death Crimson 2: Meranito no Saidan has the very distinct privilege of being the sequel to a game so notoriously bad that it had a particularly masochistic set of Japanese fans gluing the game's disc into their Sega Saturn so as to make sure the console could never play any other game. Luckily, Ecole did improve, and Death Crimson 2 was received better than its predecessor. Perhaps the most intriguing part about this sequel was the inclusion of a full story mode with almost Resident Evil-esque free-roaming sections where you explore in a third-person perspective outside of the light gun gameplay. While an "improved" version of Death Crimson 2 called Death Crimson OX did receive a Western release (in the USA, at least), it completely dropped the story sections, meaning non-Japanese speakers never got a chance to experience this weird mishmash of gameplay in the English language. 

Well, fret no more, as a fan translation of Death Crimson 2 has just released today! And who translated this Dreamcast light gun oddity, you ask? Well, it's the same guy who did the last English Dreamcast fan translation, too, and many before that! That man being - of course - the ever-busy Derek Pascarella.

With Derek's patch, everything in the game is now translated into English. This includes everything from the story sections, to cutscenes, to textures and graphics; with misspelled English place names (such as street signs) also being corrected to match the official Western release of Death Crimson OX. 

As always with Derek's releases, he's gone above and beyond with extras and enhancements. First up, Derek has added a VMU icon for the game, because Ecole were too lazy to implement one themselves. Next, he added a cheat function, which can up your lives and reset any countdown clock with a simultaneous press of the Dreamcast controller's left and right triggers. The reasoning for this is to allow players to experience the game's story without having to endure going through numerous difficult stages repeatedly.

Then you have the bonus content section, which is accessible from the game's main menu. Utilising a modified version of the Dream Passport browser, players can access a variety of extras from the series, including a video of composer Kunitaka Watanabe tearing it up on the keyboard as he plays the original Death Crimson theme, along with an archive of fan support messages from Ecole's now-offline official Death Crimson 2 website, which have been machine-translated into English.

So, to download Derek's fan translation patch for Death Crimson 2, just head to its dedicated GitHub page to download it. For detailed steps on how to apply the patch for your desired method of play (i.e. burning to a CD-R, playing on an ODE), see the patching instructions section of the README. While the game does support the standard controller, if you're going to be using a light gun I recommend consulting the section on light gun compatibility. Make sure you report back to Derek if you experience any issues with a particular light gun setup, as he will aim to try and resolve such compatibility bugs in the future.

Are you going to crack out the light gun and give this English fan translation a go? Let us know in the comments below, or by hitting us up on one of various social media channels!

Dreamcast Covers that Go Hard (and Some More that Can Go Straight in the Bin)

Like the greatest album covers in the world, some games make a great impression even when sitting on a shelf. Whilst previews in the media, video trailers and word of mouth are vitally important, it would be wise not to underestimate the immediate impact a game’s cover can have on those with more impressionable minds. Generic artwork or uninspiring stylistic choices may be fine if the game has loads of pre-release hype or a big name license, but stick some glorious artwork from a talented artist on the cover and you're near enough guaranteed some extra interest.

The Dreamcast's small but beautiful library of games is jam-packed with turn-of-the-millennium style and innovation, and this is present in some of the artwork which adorned gaming shelves worldwide. Some are of course, iconic - Ulala's presence on the Space Channel 5 artwork, the striking simplicity of the PAL/Japanese covers of Crazy Taxi, Shenmue's epicness - but there are some that deserve more attention. These are works of art - they deserve to be blown up to a larger size, framed and hung in the finest of art galleries. So it's time to put my best gallery curator hat on and showcase why I think these fifteen choice cuts of Dreamcast cover art glory are examples worthy of so much praise, followed by five duds that deserve the complete opposite...

All covers used in this article come from Sega Retro, unless stated otherwise. Let's get into them...


The Dreamcast covers that go hard...

Spawn: In The Demon's Hand

I could have picked any of the cover variations of this release, as they are all absolutely epic in nature, but I've chosen the standard Japanese cover. Looking more like some great, unknown fantasy war metal album cover, this puts Todd McFarlane's comic masterpiece centre stage with a swirling mass of metal, cloak and spikes. Spawn is the ultimate badass antihero, an imposing demonic hellspawn, and a character that is designed to be visually interesting in whatever angle, pose or situation he is depicted in. As a game, In the Demon's Hand falls a little short, but the cover art surely must have led to a few extra sales.

The artwork for the standard Japanese version, as well as that used on other examples of the game, seem to have been taken from Spawn issue 95. The limited first print edition of the game released in Japan came with a cardboard slipcase with artwork similar to the US and PAL releases - all of which are based on the cover of 95.

The Japanese limited first print edition slipcase artwork (Credit: PlayAsia)

The US cover has the same artwork as both the Japanese slipcase and the PAL release. It's a bit cleaner than the standard Japanese cover, and not as impactful.

The cover art for Spawn issue 95, the artwork of which was the basis for the game covers above.

Mars Matrix (Japanese cover)

Takumi's underrated shooter delivers a depth to the genre that's unrivaled on the console, and has the best cover of any shooter on the system (particularly the Japanese version's cover). I will take no criticism of that viewpoint! This cover is a dynamic, colourful burst of energy which breaks away from the usual clichés seen on the covers of other shoot 'em ups, whilst never going so far out there that you'd be confused as to what genre of game it actually is. Taken as a whole, it's a piece of art; from the fonts used for the title (to continue with the metal references of this article, this text wouldn't look out of place as the logo for some sort of cosmic math metal band), to the colour gradation, to the sleek sci-fi lines and shapes in the background. The US cover (below) isn't awful either, but it lacks the eye-punching appeal that the Japanese release displays.

The US version does many things the Japanese version did, but the change of colours diminishes the appeal somewhat. Still, a decent attempt.

Let’s take a look at Dreamcast: Year Two

Back in July 2020, Dreamcast: Year Two - the sequel to Andrew Dickinson's Dreamcast: Year One book - went to Kickstarter and smashed its funding goal within 64 hours. It took a while to get finished, but is now complete, printed, and gradually making its way out to backers. As somebody who was involved in the creation of this book, I'm really excited for everybody to get their hands on what has been created here.

And with that, I must now insert my obligatory 'conflict of interest' disclaimer. Unlike the first book in this series, which Tom reviewed on the blog upon its release, Dreamcast: Year Two has full involvement from The Dreamcast Junkyard, and even sports our branding on its back cover. When we interviewed Andrew for our podcast, the DreamPod, little did we know it would be the start of a great friendship, and that he'd eventually go on to join The Dreamcast Junkyard team himself. Because of this, you will also find written content from Junkyard members Brian Vines, Kev Mason, James Harvey, Lewis Cox (me!), Mark Williams, Mike Phelan and Tom Charnock in this book. Myself and Tom also assisted with editing and proof reading. Oh, and we all backed the project too. With all of that in mind, this article will not be a review, but merely a "look" at Andrew's new book.

If you would like to have a peek behind the curtain to hear more about the process of this book's creation and the Kickstarter, I recommend you listen to Andrew's recent appearance on The Sega Lounge podcast.

Dreamcast: Year Two and the accompanying DCY Zine.

So, the book. Just like its predecessor, Dreamcast: Year Two again uses the format originally created by Sandeep Rai for his PS Vita: Year One book (with his blessing, of course!) This time, the book covers the events that occurred in the world of Dreamcast between April 1st 2000 and March 31st 2001. This includes the console's cancellation, the advent of online gaming, the appearance of many notable games, and much more. All of this is presented alongside the excellent art of illustrator Dan Tiller, whose colourful style, with its many paint splatter effects, is a stark contrast to the very clean artwork of Dreamcast: Year One. Andrew explains that there was a clear rationale for this design choice: "I wanted something a bit messier, to show how messy the second year [of Dreamcast] was. It was really colourful and bright and amazing, but it was also the end of the Dreamcast and things were going wrong!" He also went for a predominantly blue theming over Year One's orange, ‘cause European blue swirl for life, yo.  

Other than the Junkyard team, the book also contains writing from members of the wider community such as Retro Faith, the Dreamcast Years crew, and Dreamcast Hub, as well as a great piece from the creator of the 'Years' book format, Sandeep Rai.

After some introductory pages (including a foreword by the Junkyard’s founder Tom Charnock!), the book begins with a detailed breakdown of the events of Year Two, written by Andrew. First, he covers why many consider it to be the Dreamcast's "golden year", before hitting us with the one-two punch of reality that in the grand scheme of things, the Dreamcast wasn't doing quite as well as we thought. Not only was there the looming threat of the PlayStation 2, but poor attempts from Sega to quash rumours that the future was looking grim for the Dreamcast and that Sega were to become a third-party developer wasn't doing much to reassure fans. 

Andrew then takes us back to that devastating moment when the news of the Dreamcast's discontinuation reached the masses, and reflects on how fans at the time handled the news, excellently summed up using Elisabeth Kübler-Ross' five stages of grief model. This analogy-based chapter is definitely one of my favourite pieces of writing I've read from Andrew. Well done, sir.

This segment is then followed by a collection of interviews. One of Dreamcast: Year One's strongest suits was its interviews, and the interviews in Dreamcast: Year Two are excellent too. The selection of interviewees is nicely varied, each hailing from a different creative background, but with an appreciation for the Dreamcast in common. The interviewees are as follows:

  • Corey Marshall (voice actor, English voice of Ryo Hazuki in Shenmue)
  • Darren Jones (Retro Gamer magazine editor-in-chief)
  • Adam Koralik (YouTube Creator)
  • John Linneman (YouTube Creator, Digital Foundry)
  • Iain Lee (TV Presenter, Channel 4's Thumb Bandits)
  • Forbes Longden (Dreamcast Today founder)
  • Mickaël Pointier (developer, V-Rally 2's Dreamcast port). 
It was particularly interesting to hear many of these guys reflect on their memories of first hearing the news of the Dreamcast's cancellation. Even more harrowing than that news, however, is Adam's story about losing a red Code: Veronica Dreamcast controller at airport customs. That tale is going to haunt me for a while...

After the interviews come some longer form articles covering a range of topics. These articles are a new addition for Dreamcast: Year Two and fit naturally within the page order. Dreamcast and Saturn Junkyarder Brian Vines' piece "Beyond Saturn" explores the many ways in which the Dreamcast picked up where its ill-fated older brother, the Saturn, left off. Brian's article is followed by Sandeep Rai's, in which he waxes lyrical about the Dreamcast's many excellent Capcom fighters. After this, Retro Faith provides some great insight into the origins of online gaming, and how the Dreamcast introduced this now hugely popular feature to a generation of console gamers. Finally, our very own Mike Phelan talks about the Dreamcast's many weird and wonderful peripherals (there's a lot).

Samba de Amigo Ver. 2000 has been Converted into English

Samba de Amigo Ver. 2000 cover

Samba de Amigo is that monkey game with the maracas. 

What that rather inelegant opening serves to say, is that Samba de Amigo needs no introduction. Not only is it beloved by Dreamcast fans for its colour-soaked rhythm hijinks that made use of the delightful maraca peripheral (which required a significant amount of space to store on your gaming shelves), but it is also well known for a port it received on the Nintendo Wii; one which appeared at the right time to slot neatly into the motion control hype of the seventh console generation.

This Wii port is actually important to our topic today, because it incorporated many of the additions that were introduced as part of the Samba de Amigo Ver. 2000 package, a Japanese-exclusive upgrade for the Dreamcast. While this DC release was never brought to the West, it was still an easy import for many gamers (including DCJY's very own Andrew Dickinson) due to it lacking any significant language barrier to its gameplay.

Samba de Amigo big box
Photo nicked from Mike's @DreamcastPics account. Sorry, Mike.

This didn't stop hacker dukeblooders from converting Samba de Amigo Ver. 2000 into English, though. The reason I refer to this as a "conversion" is because what has been done here is effectively a similar process to what we've seen previously with community projects that made Space Channel 5: Part 2 or Resident Evil Code: Veronica Kanzenban (Resident Evil Code: Veronica X) accessible to English speakers, by taking content seen in later Western ports (in this case, the Wii port) and inserting it into the Dreamcast version with some kind of wizardry that I will never be able to comprehend.

On dukeblooders' project page on GitHub, they explain that there isn't technically any text in this game, only images. The majority of images and audio were replaced with those from the English Wii versions, although some images had to be reproduced by dukeblooders.

If you want to give this English conversion a go on Dreamcast hardware, you will have to play it on an ODE like a GDEMU or a MODE, as currently it is not able to be burnt onto a CD-R. Otherwise you can still play it via emulator using the Type A controller mode, sans maracas. Just head over to the GitHub page to download the patch, which can easily be applied to an image of the game using Derek Pascarella's Universal Dreamcast Patcher.

Retroachievements Now Supports Dreamcast Games

It’s been a while since I’ve written for the yard, so apologies to the rest of the team for barging in like this unannounced but I recently realised a fantastic development in the scene had slipped through the cracks of the global Junkyard news network. Since February 2022 RetroAchievements has supported a selection of Dreamcast games!

Wait! Retro... what?

What is RetroAchievements?
RetroAchievements is a reward system much like XBOX Achievements or Sony’s Trophy system, integrated into the software emulation frontend, RetroArch allowing users to earn points for their favourite retro games by tracking game progress and recording it to their account.
Total accumulated points are calculated and displayed on users' profile pages, and if every achievement for a given game is unlocked, they receive a badge of honour for their profile.
My RetroAchievements profile page
Each set of achievements has a total of %200; %100 for getting them all and another %100 for doing it with hardcore mode enabled. Hardcore mode turns off save states, rewinds, fast forwarding etc, forcing you to play as you would have back in the day. So, if you want to get the full %200 of points, you’ll have to do it as they originally intended without any of the quality-of-life perks afforded to us by modern emulators. For example, in Headhunter, getting every achievement with hardcore set as ‘off’, will reward you with 700 points, but doing it set to ‘on’ will earn you a cool 1400 points. Finally, clear every achievement in a set on hardcore mode and you'll also receive a gold frame around your honorary badge (don’t worry though, you can still use regular VMU saves).
A snapshot of the Headhunter page
The second big component of the service is online leaderboards for retro games. These can take the form of high scores, speed runs or even something like number of enemies killed in a certain level, and are a fantastic way to bring players back to games from their past.
Some of the Crazy Taxi leaderboards can be seen on the right
These features are implemented, by a community of absolute heroes in my estimation, completely free of charge and without any advertising. While I’m no expert, I believe the way it works is that a dev searches memory addresses in a game's code to find variables that they can track, then set conditions using a single or even multiple of these variables which translate to achievements.

Staff Picks: Top 21 Dreamcast Games

With our 2022 Top 200 Dreamcast Games poll coming to a close at the end of March, coinciding with the 21st anniversary of our beloved console’s discontinuation (I would say RIP but she is very much still alive and kicking, if you've been paying attention to anything we've been reporting on in the last few years!), I thought it was time for a peek into the minds of the staff here at The Dreamcast Junkyard. What did WE vote as our top ten Dreamcast games, and how does that look when compiled into a list? Well, let's find out shall we?

Along with myself, I asked Tom, Mike, Brian, Lewis, Kev, James H, James J, Mark and Rich to list their ten favourite Dreamcast titles in order. I took these and did what I seemingly love to do now as I approach my forties - I made a spreadsheet! Everyone's top picks received a score of 10, 2nd place got 9, and so on. I then employed some magic formulas to tally up the totals to give us a definitive top 21 games, using the number of times a game was voted for as a tie-breaker where necessary.

The end result is very interesting! We think there's something here for everyone, and if these were the only games in your collection most people would be pretty happy! There are some surprises, and a few things that, if you've ever listened to the DreamPod, you will not at all be surprised about. 

I'll link you to the spreadsheet itself at the end of this article so you can see the full list of games and how everyone voted, for your agreement or ridicule, but first let us count down these games from last to first. Our first entry is the only joint entry, seeing three games share 19th place...

19. Blue Stinger, San Francisco Rush 2049 & Spirit of Speed 1937 (Joint)

A trio of titles start us off, a couple of which often split the opinion of fans. One thing they all have in common? A commitment to a particular time. Blue Stinger takes place in the year 2000, so each represents a very different era, though released within a short space of each other in reality. Let's hear what some of the team had to say about these games.

Upon its release, Blue Stinger was widely misunderstood and critically dismissed under the umbrella of its survival horror contemporaries. In the decades since, it has emerged a cult classic in its own right. Blue Stinger is Shinya Nishigaki and Climax Graphics' endearing homage/parody of Hollywood action and sci-fi cinema, and it plays wonderfully as a B-movie beat-em-up today. - Brian on Blue Stinger

Rush 2049 embodies everything an arcade racer on Dreamcast should be. It looks great, the tracks are full of inventive shortcuts and hidden nooks and crannies, and the actual racing is tight and exciting. A true Midway game that doesn't take itself too seriously, Rush 2049 is easily one of the best racers on the platform. - Tom on Rush 2049

Spirit Of Speed 1937 is the Dark Souls of racing games. The sad truth is that 99% of people won't play it long enough to experience where its strengths really are. It's a true to the era racer which rewards forward thinking and careful driving - something sim racers will appreciate. - James H on Spirit of Speed 1937

18. Rez

Art? Hacking? No this isn't the latest goings-on over at OpenSea, but instead best encapsulates Rez (besides, this is actually nice to look at). Tetsuya Mizuguchi's rail-shooter may have been minimalist on visuals, but it was heavy on trance beats and addictive gameplay. A gem in the Dreamcast's library and its influence is still felt to this day. - Rich

17. Jet Set Radio

Ahead of it's time in so many ways, Jet Set Radio is held up as one of the shining beacons of unfettered creativity that the Dreamcast is so well known for. From its art style to its music, its gameplay to its reverence for hip-hop and Japanese street culture, JSR is a masterclass in what a video game can be. This is Sega at their most zany, but in the best possible way. Strap on your in-line skates and grab that spray paint can, it's time to get funky! - Andrew

Where Are They Now? Official UK Dreamcast Magazine's '100+ New Games'

Who remembers the July 2000 issue of Official UK Dreamcast Magazine (Issue 09)? The cover was adorned with its usual demo disc, sporting demos for Resident Evil CODE: Veronica, Tony Hawk’s Skateboarding and Silver (plus an interactive tour of the Dreamarena website), but rather than a single game gracing the front as usual, brown paper was torn away to reveal the headline ‘100+ New Games: Exclusive shots and insider information the the games you’ll be playing for the next year… and beyond!’

This was a bold, simple cover, aiming to reassure readers that things were all good in the world of Dreamcast, that many new games were on the horizon. Of course we all know how this story ends, but at the time we were still over 6 months away from the announcement of the DC’s discontinuation and the PlayStation 2 was already out in Japan. With more and more people choosing to wait for the launch of Sony’s sophomore system in Europe, sales were slowing and confidence was starting to wane.

I recall at the time that the issue did its job. I picked it up ostensibly for the CODE: Veronica demo disc, having only just gotten a Dreamcast myself, but the promise of so many new games on the horizon certainly shored up my belief that the Dreamcast was going to be around for some time to come. Hindsight is 20/20 though, right? Sigh...

Looking at the issue while doing my continued research for ‘Dreamcast: Year Two,’ almost 22 years after it was first published, I found the most interesting thing about the ‘100+ New Games’ feature to be the stats. You see, readers, I took it upon myself to start a spreadsheet and list every single game mentioned in the 22 pages of this feature (written by Ed Lomas, Warren Chrismas and Steve Owen - Ed even mentions it in my interview with him for ‘Dreamcast: Year One’). I then worked out which of the mentioned games actually released on Dreamcast, which of them released in PAL territories, if any of them were released elsewhere and whether any that didn’t release on Dreamcast had any sort of playable version in existence today.

I’ll end this piece with a link to the spreadsheet for you, but first those sexy stats. Check out this bullet-pointed list of factoids that stand out all these years later:

  • In actuality the feature mentions 153 games, although only 99 are given their own sections (of various sizes). The other 54 are listed on one page under the title ‘And There’s More...’. These were games known of, but not seen by the ODM team.
  • Of those 153 games, 104 saw a Dreamcast release.
  • 17 of the released games were home platform exclusives, meaning they never saw release on any platform besides Dreamcast or in arcades. These are: NBA 2K1, POD: Speedzone, Illbleed, Sonic Shuffle, Super Runabout, Outtrigger, WWF: Royal Rumble, Alien Front Online, Tokyo Highway Challenge 2, Magic: The Gathering, Cannon Spike, Max Steel: Covert Missions, NFL 2K1, Super Magnetic Neo, D2, Floigan Brothers and Draconus: Cult Of The Wyrm. Who says the Dreamcast has no exclusives?!
  • 17 of the released games never ended up being released in PAL territories. These were: NBA 2K1, Illbleed, Sega Marine Fishing, World Series Baseball 2K1, Prince Of Persia: Arabian Nights, Alien Front Online, Magic: The Gathering, Seaman, Bang! - Gunship Elite, NFL Blitz 2001, Max Steel: Covert Missions, NFL 2K1, D2, Namco Museum, Demolition Racer: No Exit, Frogger 2, and Ms Pac-Man: Maze Madness.
  • Evolution 2 was very nearly a Dreamcast exclusive, apart from a PC port released only in Taiwan.
  • Of the 49 games from the feature that never saw release on the DC, 10 never saw the light of day on a home system at all (though Jambo! Safari and Brave Firefighters were released to arcades).
  • A fair few of those that never saw release were due on both DC and PC, but a heist game titled Picassio started development on Dreamcast before moving to PS2 and finally GameCube before being shelved. The only one we know was only ever destined for Dreamcast in this list was Take The Bullet.
  • The other 39 games originated on other systems or were eventually released on other platforms.
  • Of the unreleased games in the ‘100+ New Games’ feature, 4 have some kind of version playable on Dreamcast today. You can download a fully working version of Half-Life thanks to review copies that were sent out before the completed game was ultimately pulled. Versions of Take The Bullet and Heroes of Might & Magic III have been found over the years, in various guises, though neither game is complete or fully playable. Colin McRae Rally 2.0 is known to have a version that is around 30% complete, though this isn’t available to the public (our own Tom Charnock was able to give it a go though).
  • There are some games with either limited or no information known, such as Legend Of The Blade Masters, M.O.U.T.: Urban Warfare 2025 and Gorkamorka. It’d be great to find out more about titles like these.

These are just games listed in one article too. We know there are many more games that were due to arrive on the Dreamcast but never did, however it’s very interesting to take a look back in time and see what might have been had the console's lifespan not come to such an abrupt end.

See the full list of games mentioned in ‘100+ New Games’ via this link, or grab the PDF of the magazine (which we used to recreate some of the feature pages) here, and let us know which of them you would like to have seen come to fruition in the comments. If you have any information about any of these ‘lost’ games too, please hit us up!

Bounty Hunter Sarah: The Capcom Dreamcast Game You Never Knew About

Ask any Dreamcast fan about Capcom's legacy on the console and you'll be told that good old Cappy are probably as synonymous with the box of dreams as even Sega themselves. Then, if you asked those same fans what kind of games they'd associate Capcom's mighty stint on the Dreamcast with, they'd most likely tell you "fighters", maybe even shoot-em-ups or survival horror. No one, and I repeat, no one would respond: "a text-based near future crime thriller featuring a digitised actress".

Bounty Hunter Sarah: Holy Mountain no Teiō was released onto the Dreamcast and PlayStation on the 24th of May 2001. Published by Capcom, this Japanese-exclusive "sound novel" (more on that in a moment) was developed by Flagship, a fresh-faced independent studio founded by ex-Capcom developer Yoshiki Okamoto. With funding from Capcom, Nintendo and Sega, Flagship would develop or assist with the development of games from huge franchises such as Resident Evil, Kirby and The Legend of Zelda, before sadly closing its doors in 2007. Bounty Hunter Sarah was Flagship’s first and only original IP, with its big selling point being that its plot was written by the same scenario writer as Resident Evil 2, Noboru Sugimura, who had also left Capcom to be part of Flagship.

The staff of Flagship at a 2001 presentation

The game's plot takes place in the year 2060, and revolves around Sarah Fitzgerald, a bounty hunter who roams the crime-ridden Neo Tokyo with the goal of assassinating a notorious mafia boss known as the "Lord of the Holy Mountain". The game's action-packed opening cinematic sets this all up really well, with plenty of flashy stop-motion spy stuff and enough explosions to make Michael Bay blush. But then when you start a new game, all that energy witnessed in the intro suddenly takes a turn as you soon realise that Sugimura's plot is told in the form of a "sound novel," a type of game fairly similar to a visual novel. For those not in the know, visual novels are...well, novels that are visual

Some would argue that they aren’t really games due to them essentially being flashy reading exercises, with little interaction required from the player other than to progress countless paragraphs of text with a single button and, in the case of the most common type of visual novel, have them occasionally select a choice. Despite their text heavy nature, they still include plenty of varying background scenery and colourful characters (usually anime-style) to accompany the stories being told, and often feature plot lines that can devolve down branching paths to multiple endings, leading some to liken visual novels to interactive choose your own adventure books. Sound novels, on the other hand, while still including a decent helping of artwork, often have it serve as a backdrop to screens filled with text, with the game instead relying more on sound effects and music to immerse the player into the plot taking place (source). 

Review: Intrepid Izzy

When it comes to the Dreamcast indie scene, the name "Senile Team" is surely familiar. You might know them best for bringing us Beats of Rage, the moddable open source beat 'em up engine for Dreamcast (and other systems) that provided the basis for countless community-developed mods of series from Splatterhouse to Resident Evil. Or maybe you've had the pleasure of playing their first commercially released game; the excellent Rush Rush Rally Racing (or its update Rush Rush Rally Reloaded). Either way, it's definitely clear that Senile Team has pedigree when it comes to the Dreamcast, and now they're gearing up for the imminent August 20th release of their latest title, Intrepid Izzy.

The Kickstarter campaign for Intrepid Izzy went up back in 2017 with PC, Dreamcast and PS4 releases promised. The Steam version has been available since July 2020, but it's the Dreamcast version that many people, including us at the Junkyard (obviously) have been eagerly awaiting. Prior to Intrepid Izzy's Dreamcast release, I was supplied a review copy. Staying true to the Junkyard, however, this review will reflect only my honest opinions, with no influence from the developers or distributors.

The game starts with our protagonist Izzy, who is presumed to be a bit of an Indiana Jones explorer-type (she's known to be Intrepid, after all), opening a treasure chest in a temple only to release an evil blue genie whose main priority after finally being released is chaos on the world. From the initial cutscene, you are immediately given a taste of the game's carefree sense of humour, which often leans towards the drier side of things, and can occasionally get a bit bizarre. Just right for us at the Junkyard, then.

So how does Intrepid Izzy play? In the simplest terms, it's a 2D action platformer, with lovely, hand drawn artwork and fluid, cartoon-like animation (created with custom-made animation software) that gives me vibes of the ever-popular Shantae series. But to just call it an "action platformer" wouldn't be doing the game justice, because Intrepid Izzy is actually pretty deep, dude. While the initial stage is a rather left to right affair, you soon realise that the game has a very non-linear approach to its levels. That's right, Intrepid Izzy's core gameplay is what trendy gaming pundits might refer to as "metroidvania." I'm talking levels within levels, with a focus on light puzzle solving and backtracking. Get that key to open that door there, find a helmet to ride the minecart to a new area, find a new costume to grant you the power to get past an obstacle you passed earlier, and so on. 

Putting on Intrepid Izzy feels like you're embarking on an adventure, and one that is relatively easy to jump into whether you're a seasoned veteran of this style of explorative platformer, or a complete newbie to it, like I am (unless Kirby & the Amazing Mirror counts). Intrepid Izzy's platforming feels and controls great, and with the constant intrigue of treasure and new areas lurking around every corner, it gets pretty addictive. On countless occasions while exploring, I was conscious that I needed to save and come off so I could continue adding to this review, only to find myself attempting one more puzzle, or leading myself down one more passage.

As you traverse the game's many maze-like levels, you will encounter magic mirrors that grant you quick passage to the game's various other levels, as well as a fast track back to Awesometown, a pleasant town that functions as the game's central hub. You will be returning to Awesometown frequently to recover health by sleeping at Izzy's house and making repeat trips to the town's restaurant to replenish recovery and boosting items (which you purchase with coins that you've picked up throughout your quest). Less frequently, you will be dropping by the house of a bearded wizard, who can upgrade your health at the cost of enough heart fragments, which are hidden sparingly throughout the game's levels. Finally, perhaps taking a page out of Shenmue's book, the last building of significance in Awesometown is an arcade where you can play some basic but fun arcade games - such titles include "Plerg", "Ultra Bazoop" and "3D Wheel".

The other big gameplay element of Intrepid Izzy brings us back to Senile Team's Beats of Rage roots. Implemented alongside the platforming is a beat 'em up combat system that is used to solve environmental puzzles and dispatch enemies. You'll be using these fighting moves throughout your journey to rough up various foes, including huge screen-filling bosses. There are also plenty of occasions during exploration where you will enter a room, only to be locked in, with your only path to escape being to defeat a few waves of enemies. These bouts happen quite frequently, to the point where you soon realise that the combat in Intrepid Izzy is just as important as its platforming. 

5 Dreamcast Fan Translations You May Have Missed

In DreamPod Episode 86, where we discussed what we'd like to see from the Dreamcast scene in 2021, I was quite vocal about my desire to see more English fan translation patches produced for Dreamcast games. If you're anything like me, you're too lazy to learn Japanese, but absolutely long to play many of the very intriguing text-heavy Japanese Dreamcast releases. I've covered the Evangelion typing tutor translation by Derek Pascarella, and James also wrote a great retrospective on Taxi 2, going over Derek’s patch for that, but today I wanted to shine the spotlight on some completed translation projects that we (perhaps criminally) haven't covered here on the blog before. 


Blue Submarine No. 6: -Time and Tide-

Blue Submarine No. 6 started out as a manga that was first published in 1967, with an OVA (essentially a straight-to-video anime) adaptation released in 2000. The story of BS6 is set in a post-apocalyptic future, where the sea levels have risen and flooded most of the land on Earth. What remains is being attacked by half-animal hybrids, which are fought back by humanity's submarine forces, including the titular Blue Submarine No. 6. Time and Tide was developed and published by Sega, and released in December 2000. 

This very cool game mixes some excellently-presented visual novel-style sections (that utilise cel-shaded animation to present the game's characters), with 3D underwater segments in the submarine that control really well. While this game is playable without knowing Japanese, it is vital to understanding the plot. Thankfully, over the space of year, a team comprising of Rolly, RafaGam, esperknight and Eyl put together an English translation patch for this awesome game, and released it at the tail-end of 2020, to celebrate the game's 20th anniversary, as well as the 22nd birthday of the Dreamcast console. 

All in-game text is now understandable to non-Japanese speakers, anime cutscenes now have English subtitles, and pesky spoken dialogue during submarine missions where the translators couldn't insert subtitles have been overdubbed with English text-to-speech voices. The Blue Submarine No. 6 -Tides of Time- website was also restored and translated into English as part of this project, allowing players to download the game's original DLC to grant bonus items in the shop. To download the patch, check out the project's page on SEGA-SKY.


Napple Tale: Arsia in Daydream

Developed by a largely female-orientated development team, Napple Tale released to Japan in October 2000, and was never brought over to the West for... some reason. This colourful adventure combines a 3D hub world with 2.5D platforming stages, complete with an absolutely terrific score by acclaimed composer Yoko Kanno. Similar to Blue Submarine No. 6, Napple Tale is perfectly playable without the need to know Japanese, but its whimsical, fairy-tale inspired story is definitely something worth experiencing. 

In October 2019, a team led by translator Cargodin released an English patch online, allowing non-Japanese speakers to experience Napple Tale's story 19 years after the game's initial release. The game's original website was also restored and translated into English, allowing the game's DLC to be downloaded, unlocking a bonus stage called "paffet rally". If you fancy a trip to Napple World in all its English-translated glory, you can download the patch at Romhacking.net.